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Almo

Almo

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Almo
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  • We tried gate regression in early EGC tests. It was... not a good thing.

    I'm not saying anyone is silly for suggesting it! But if you could play with it, you'd see it felt really bad. :)

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/998639#Comment_998639

    I see. That makes me feel a lot better, I was pretty worried about it! Thanks for clearing that up 😊

    Glad to help. :)

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/997997#Comment_997997

    I think I got confused about the one second thing. I was under the impression that there was previously no delay at all, and that the team had decided to add one but the new delay was longer than intended. But it seems like you're saying there has always been a one second delay between using the power and shocking the survivor. I assume that's starting from when the animation is initiated, then?

    Once the progress bar to trigger Shock Therapy completes and the Doc does the zap, there is a 1-second delay before it hits. This is on Live at the moment. The PTB had a 1.25-second delay. That will go back to 1 on release.

  • @ChiTenshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/997991#Comment_997991

    Hag is complicated.

    And Pig is a mix of everything making it difficult to say whether or not she is better or worse than another Killer.

    True about Hag. Also true that Pig is a mix, but she IS better than everyone else. ;)

  • Yes. There were two delay issues. One was the delay from Shock Therapy activation to hit being 1.25s when it should be 1.0s. That's being fixed.

    The other issue was the 3s delay from Shock Therapy to another ST or a hit. That's also being reduced.

  • @ChiTenshi said:

    Huntress is good but not the best.

    Although she has range, she does not have a strong loop counter or good map mobility, and her mind-games are limited.

    • Hillbilly, Nurse and Freddy have better map mobility.
    • Hillbilly, Nurse and Spirit can counter loops better.
    • Freddy and Spirit have better mind-games.

    Those 4 Killers can outperform a Huntress.

    You're forgetting Pig and Hag. ;)

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/996031#Comment_996031

    Today I learned I do not play the game. Here I was thinking I've been playing the game for the past 3-4 years, but it turns out I was launching the wrong game all along.

    OMG my 950 hours in DbD aren't real! Nor are my streams! ;)

    in My Hope Comment by Almo
  • Finding and killing that invisible Survivor who does unhooks, heals, gens and totems.

    You don't see them the whole game, but you feel their presence. Then you find a Feng Min, and say to yourself, "I've got 3 stacks of BBQ, and I've never seen Feng. THIS is the one who's being such a pain!" And then you chase her down.

  • You know what really makes them happy? Play a Killer with an insta-down and run NOED. They love that.

  • @TheBean said:

    https://forum.deadbydaylight.com/en/discussion/comment/995912#Comment_995912

    I'll give these a shot..

    1. How is any different than now. High ranks have that issue as killer, ruin didn't prevent it.
    2. Perks for each side aren't a tit4tat situation. Ruin doesn't translate to DS and Borrow Time...In fact the 2 survivor perks you've mentioned have had changes several times over the years. How killer "mains" forget.
    3. I think the PTB was more about the Doctor changes. They did listen to feedback, as they probably are changing the cooldown from doing the blast to when you can hit.

    Yes, the delay from Shock Therapy to a hit is going to be reduced for the release. It's way too long on PTB.

  • This is why the Gatekeeper emblem was changed with Ruin. In terms of emblem points, it's no longer important to keep 5 gens up the first two minutes to get all those points.

    In terms of the game's power curve, it's expected the first couple gens go fast. 4 Survivors, one Killer... several chases to get one Survivor out. But as the number of gens to patrol decreases, it becomes easier for the Killer to patrol, and their power rises. As the Survivors die off, the Killer's power increases more as there are fewer Survivors to work on gens.

    Old Ruin gave people who depended on it the idea that it should not require input from the Killer to keep the first couple gens from popping in the first couple minutes. But that is not how we intend the game to work. My apologies for leaving old Ruin in place as long as we did; it was hard to find a good update, and we knew there would be a huge outcry from the players when we did the change, no matter how good it was. The moment I joined the project in August 2018 I knew Ruin was something I wanted to change. It took a lot of time and a lot of discussion with the other designers to find something worthy to replace it.

    New Ruin requiring Killers to act in order to get its benefit is by design. Its lack of large impact in the first minutes is by design. Its subtlety is by design (by subtle I mean that one of its large benefits isn't mentioned in the text: no need to spend time kicking gens). Because we recognized Ruin's impact on the Gatekeeper emblem and Killers' ability to pip, we made the alteration to that emblem.

    We can easily understand players' frustrations with this deep change to one of their core tools. But the opinion of all of us on the design team is that the new Ruin will make the game healthier overall. Our willingness to stand by it in the face of such anger over the change is an indication of our confidence in the new design and the benefits it will have in the long run.

  • I've been in a few games where new Ruin stayed up the whole match (both PTB and internal tests). It has a humongous effect on the game if it remains. It's just too much power not to be a Hex.

    One thing I think people are missing is they consider themselves, their gen, and the Killer. 1v1 it would not be that good. But when Ruin affects several gens at once because there are more than one Survivor, it's can be a huge amount of regression.

    If the Survivors are three-genned, its effect is really nasty. No need to kick gens while pushing Survivors away from them.

  • We can't respond to everything, would take forever.

    Often, the concerns are addressed elsewhere.

    Often, it's something that's a complaint about something that's going to change, but as we've already considered player feedback in the decision... further back-and-forth isn't productive.

    Sometimes the questions come loaded with derision for the dev team... that's never productive.

    I've been on both sides of this divide: the communication between devs and players. Most of us on the design team have as well; most of us are gamers at heart. I also play a lot of LoL, Rocket League, and Overwatch. Sometimes, the dev team has knowledge that the players don't, and for various reasons may not be able to share with them. Now that I'm on the dev side of a popular game, I have a better understanding of how this dynamic works.

    I can promise you that feedback from the forums and youtube videos do often reach us, and we do listen and consider. Just because we don't always agree does not mean that we don't care.

  • @Xerge said:

    https://forum.deadbydaylight.com/en/discussion/comment/990729#Comment_990729

    Doesn't a 4K in 9 minutes mean ending 12 chases in 9 minutes? You'd need to find four survivors and end four chases in three minutes. I honestly don't see that happening against a good team of survivors.

    No, sometimes people die on first hook. Or with two hooks instead of three. Sometimes they just come to you and you don't really have to chase them (read: you're near a Survivor on hook and the other goes for an unsafe unhook).

  • @SquirrelKnight said:

    Something i should mention, new gatekeeper is based around gens and gates lasting beyond 9 minutes which just isnt happening even against mediocre teams

    Meaning even with 4k you can still lose your gatekeeper emblem cause they got gens done that fast

    If you 4k before 9 minutes, you still get credit for your gens up to the 9-minute mark.

  • Maybe this is a meta build, but it's unusual and I like it.

    Lightborn, Agitation, Iron Grasp and Mad Grit.

    Nothing like bearing down on a Survivor while carrying who has a flashlight aimed right in your face and hitting them anyway.

  • I like to use PGtW. As far as its design, I like that it requires work (getting the hook) to function.

  • Pig black leather

    Legion Julie Suspended

    Feng Enter the Matrix with the Electric Dreams jacket

    Huntress Bird of Prey Sugata

    Nurse Miss Smithson (sometimes the purple victorian one)

  • @snozer said:

    https://forum.deadbydaylight.com/en/discussion/comment/983686#Comment_983686

    I find corrupt rather pointless. survivors just walk to the gens that are not blocked, and it is like your perk didn't even exist since you can only chase one survivor at a time, or break no pallets and spend the entire game shooing them off gens.

    "3 Generators located farthest from you are blocked by The Entity for several seconds at the start of the Trial."

    This means that they start the game only able to work close to you. That helps.

  • Report bugs in the bug forum! :)

  • When the delay is shorter it feels pretty natural. It will be better when it hits full release.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/981949#Comment_981949

    Ah, that is excellent to hear! I am very glad that the delay is being fixed and the time until attack is being adjusted!

    Can you share any numbers that you guys were thinking about for the new time until attack?

    We're doing some testing on it, haven't settled on a number yet. But already at lower values it feels much better.

  • "The only things i don't like is the delay of the static shock ability. It takes a second before it hits the survivor and it feels weird. And the long pauze before you can swing again. If those get changed i feel that doc is definitivly better of"

    This will be fixed. There's a 0.25 sec extra delay before the Shock Therapy hits that is a bug. It's supposed to be 1 sec, but it's 1.25.

    The 3 sec delay before you can hit someone after a Shock Therapy is also too long, and will be reduced. Not sure to what yet, but you're definitely right about those.

  • @MrsPiggyIsSoSneaky said:

    That's Almo for you...thinking that something is good/bad after a minute of testing.

    I'm sorry you think that. It's not at all how any designer on our team operates. New Ruin went through hours of testing with players ranging from brand new to having thousands of hours in the game. Every designer on the team had feedback on it, plus several programmers, and other people in other disciplines. No fewer than 10 people on the team took a serious look at Ruin before we settled on the current design, but it's probably more like 15.

    This is not to say I think people are wrong for disliking it; everyone has different views on this kind of thing. But these changes were not made lightly or in a hurry. This design was first documented in August of 2019. Usually I've already discussed a design with 4-5 different people on the design team before the first documentation, so it likely had its genesis around June or July of 2019.

    It's understandable with the way these things drop out of nowhere from the community's perspective for people outside the team to think they are sudden. But I assure you they are not. :)

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/976384#Comment_976384

    I kinda feel like "select experienced players" means "randoms off the street". I've watched basically all of the twitch streamers, who are experienced as they get, and they all pretty much say the same thing. You dev's are survivor biased and have no clue how your own game works.

    Not true. We're talking about players with literally thousands of hours in the game. Some main Survivor, some Killer. Hell we even had a veteran Doc main try new Doc. :)

  • @Boss said:

    Something tells me that they don't want people to combine this new Ruin with PGTW.

    Can't confirm that, obviously.

    I can confirm it. :D

    However, you can equip both. So when the Survivors cleanse the totem, BOOM they just activated PGtW. :)

  • @[Deleted User] said:

    Thank you @Almo i can't wait to use surge + new ruin combo ^.^

    It doesn't combo with Surge at the moment. This is something that's being debated.

    @S_Panda said:

    https://forum.deadbydaylight.com/en/discussion/comment/972557#Comment_972557

    Of normal regression rate. When a killer spends the...2 seconds? kicking a generator it starts regressing at .25% per second. 1x that rate is the same. 1.5x is ~.375%. 2x is .5%.

    It's 0.25 charge per second, not %. A gen is 80 charges, so it takes (at normal speed) 80 sec to repair it, as normal repair rate is 1 charge per sec.

    So if you repair a gen for 10 seconds, and leave it to Ruin for 20 seconds, it will be at zero again. Ordinarily after a kick it would take 40 seconds to regress all the way.

  • We expected outrage when doing a fundamental change to a perk used in such a large percentage of games. However, after playing with the new version, we're much happier with how it functions in the game as part of the whole system.

  • Yes, we do ask the question about what's fun for Killers. Hence the changes to insta-heals, Decisive Strike, and some others. :)

  • @Peanits said:

    I'd definitely suggest giving it a try first. My initial reaction is that remove the hex condition would make it far too strong. Combining it with Surveillance means you can see exactly which generators are being worked on at all times, and you can tell exactly when someone gets off the generator. If you aren't able to cleanse it, you wouldn't stand a chance.

    Peanits is right about this. We've played with the new Ruin (and tested it with some external expert players), and it is much more powerful than it sounds on paper (or in forum pixels, as the case may be). :)

  • I would like to point out that you could take both. If the Ruin totem is cleansed, they've just activated PGtW! :D

  • We do play it. To varying degrees on the team, but me personally... I play a lot. The new Ruin is designed to be something that ramps up in power over time. If that totem isn't cleansed by the time there are 3 gens left, the Survivors will be in huge trouble. That's how Hex Perks work.

    How many times do I see a Killer get moris off Devour Hope? Not often. But when it happens... oh boy there's some panic lookin' for that totem. :)

  • New Ruin is extremely powerful late game. It must be a Hex Perk, or it would be OP as hell.

  • The new Doc is not intended to be a nerf. If there is a problem with his power level after this update, we will adjust accordingly in a later patch.

  • @MasterTater said:

    Wait doesnt tier 1 Ruin do nothing since it regresses 1x faster?

    It still makes gens start regressing without you having to kick them. Saves a lot of time.

  • Kindred is not supposed to have its "trump" exception anymore. If it is in fact showing a Killer with Undetectable, that is a bug. If you have a good repro of it, please note it in the bug forum! :)

  • Glad to hear you are having fun :)

  • My opinion. This is not necessarily the opinion of the dev team as a whole.

    In games where it matters the most, the Survivors had time to do the totems. I'm referring to games where the gens get done pretty fast, with maybe 2 hooks total. Suddenly there's urgency, and the Killer might get 2 kills out of it. In those cases, the Survivors should have said to themselves... "Hmm maybe we better do totems since we're way ahead of the curve."

  • Kindred no longer trumps Killer stealth abilities. It used to; we didn't want to keep this exception as we're making a very serious effort to clean up exceptions and inconsistencies so the game is a little easier to learn and balance.

  • I can only say "soon"; when these go out is up to a different department as I'm in design, not communication. But I promise that when they release, you'll say to yourself, "Oh, that really was 'soon'."

  • The outline of the Doc's changes are in this video. They are not live yet, but the PTB is coming soon, and the release follows the PTB by... an unspecified amount of time that is not very long. (You get the idea)

    https://www.twitch.tv/videos/523225267?t=1h11m41s


  • If someone is on the hook, ordinarily the rescuer knows the might be grabbed during the unhook if the Killer is right there. So they fake a rescue by tapping M1 to try to draw the Killer's attack. If the Killer does attack when meaning to grab, during the weapon wipe, the Survivor can make the rescue.

    Doc in Treatment stance can just mash M1 until the Survivor tries to rescue and BOOM grabbed.

    Now that Treatment stance is gone, this is no longer an issue.

  • Doctor is getting a significant change in the upcoming release. I'd recommend waiting until that's available to make this decision. Nobody outside a small circle of testers knows how the update feels, nor the nitpicky details of the update. People on PC will be able to play the update on PTB relatively soon, so you won't have to wait very long.

  • It is ok to camp the hook "any time you feel like it".

    Will you be looked down upon by your adversaries? Possibly; but it's still your choice as the Killer.

    Often it's not a good idea, but that wasn't the question. :)

  • The meter does not deplete while: A) mending B) running. It's not tied to being chased any more as it was at launch, nor is it based on being outside the Terror Radius as it was after the first update.

  • Devotion 5. Took since August 2018.

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